not just that no - I've not done a great job of explaining myself :) there are a number of use cases As a high-res to low-res transfer example - and sticking with trees: in your source model (the picture i drew before) You can use speedtree to assign vertex color values by index to leaves/branches, you can also apply a…
That's an awesome vase, I love it! About the shader, I'm late to the game but I might be able to help. Disclaimer: I'm an illustrator, not a 3D artist. I put something together in Blender, it got plenty room for improvement but I think it's enough to explain what and why. Let me know if you want the file to play with it.…
It's hard to tell from the small image, but I expect the dithering noise is your problem? When you render out an image the multi-sampling will clear up the noise. You can up the samples in capture settings (ctrl+p) to reduce noise further.
You don't need to have noise in the diffuse channel. In reality gun surfaces tend to be quite a uniform colour, the trick is to use the specularity to add noise and interest to a material. Try making the colour much flatter, and using the specularity for noise, and describing the surface material.
IMO too hi res textures sometimes rather reveal artificial procedural noises people do them with . What looked like a proper hint to certain material features in lower resolution became overdone and obviously Substance Painter noises and scratches , often lots of redundant details that only spoils the impression. It's like…
So sad, I wanted to monetize the heck out of Project Nova to the point of toeing the boundary of white collar crime. It's outrageous the European Union decided to do this before my game has even launched /s https://www.youtube.com/watch?v=WCkUUm0zDLY
Still seems too low to be useful though. For an 8k texture, 512 samples seems to be just enough to hide most noise. And having to bake a higher res texture on GPU only to downscale to reduce the noise seems to be slower. I did some simple tests - maybe my GPU bake settings could be better but my results were these. GPU…
I dont know how to explain better. I looked at the tool you have Brunco, and no, I don't believe so. Lets say you use a noise mask to drive height in a material graph you're making right? Now, that noise mask is repeating once across the entire material graph. This material was setup for a particular px size so the depth…
Good stuff, but there is mixed quality in my opinion Your archviz screens all have things that dont work in it and are all in the uncanny valley, and archviz lives from photorealism. The first screen has really bland furniture, strange lighting and that photoshopped part on bottom totally destroys the scene by making…
When the noise is not applied, it's not really displacing the actual geometry and it isn't dependent on the vertex density of the model (slap some noise on a basic cube and it will still look nice and crisp). It might be better to turn off the strength of the noise and use the color blending only to create a polypaint…